public override event EventHandler <UpdateTaskEvent> updateTaskEvent; //sended to the asset manager part public ConceptTask(AssetManagerModel _assetManager, TaskState _state, TaskName[] _nextTasks) : base(_assetManager, _state, _nextTasks) { m_taskName = TaskName.Concepts; GameObject conceptPanel = GameObject.Find("ConceptPanel"); //Debug.Log("Concept panel = " + conceptPanel); m_view = conceptPanel.AddComponent <Concept_View>(); m_view.selectConceptEvent += HandleSelectConcept; m_view.addConceptEvent += HandleAddConcept; m_view.validTaskEvent += HandleUpdateConcept; m_view.removeConceptEvent += HandleRemoveConcept; m_concepts = new Dictionary <int, string>(); }
public Subtask_Model(AssetManagerModel _assetManager, TaskName _taskName, string _name, int _softwareIndex) : base(_assetManager, _taskName) { m_name = _name; Debug.Log("_softwareIndex = " + _softwareIndex + " Taskname = " + _taskName); m_software = AssetSystem.System.GetSoftwareList(m_taskName)[_softwareIndex]; //Debug.Log("Create a subtask"); m_mementoHandler = new MementoHandler(); //using memento pattern to handle saving/loading and also undo/redo in the PipelineSystem.System.CreateSubtask(m_taskName, m_name); //create the directory if not exist //todo : m_versions = pipelineSystem.GetVersions(subtaskName, TaskName) m_versions = PipelineSystem.System.GetVersionList(m_taskName, m_name); IsSelected = false; }
public ModelisationTask(AssetManagerModel _assetManager, TaskState _state, TaskName[] _nextTasks) : base(_assetManager, _state, _nextTasks) { m_taskName = TaskName.Modelisation; //init view GameObject view = GameObject.Find("ModePanel"); m_view = view.AddComponent <Modelisation_View>(); //Connect to the view part, will maybe move to the parent class m_view.onCreateSubtask += HandleCreateSubtask; m_view.onRemoveSubtask += HandleRemoveSubtask; m_view.onSelectSubtask += HandleSelectSubtask; m_view.onOpenSoftware += HandleOpenSoftware; m_model = new ModelisationTask_Model(_assetManager, m_taskName); //m_model.onLoadSubtask += m_view.HandleLoadSubtask;//HandleSubtask; Debug.Log("Init mode panel"); }
//add the model public AssetManagerController(IAssetManagerView _view, AssetManagerModel _model) { m_view = _view; m_model = _model; m_view.loadAssetEvent += LoadAsset; m_view.saveAssetEvent += SaveAsset; SystemState state = m_model.LoadSystem(); string lastAssetPath = null; if (state != null) { lastAssetPath = state.LastAssetPath; } m_model.updateTaskEvent += UpdateTaskView; // m_view.InitPipelineButtons(m_model.GetTasks()); m_view.Init(lastAssetPath, m_model.GetTasks()); }
//public event EventHandler<LoadSubtaskEvent> onLoadSubtask; public ModelisationTask_Model(AssetManagerModel _assetModel, TaskName _taskName) : base(_assetModel, _taskName) { m_Subtasks = new Dictionary <int, Subtask_Controller>(); }
public TaskController(AssetManagerModel _assetManager, TaskState _state, TaskName[] _nextTasks) { m_state = _state;//m_state = read a saved file with last saved state m_nextTasks = _nextTasks; m_warningMsg = ""; }
public TaskModel(AssetManagerModel _assetManager, TaskName _taskName) { m_assetManager = _assetManager; m_taskName = _taskName; m_currentVersion = 1; }